Hi @d1ver Thank you for your feedback. It is very constructive and I really appreciate that you've gone through the extra mile measuring my lighting values and matching it up with really useful examples. I'll definitely take your advise and try to adjust my scene and will keep that in mind for future project as well. In…
Hi everyone, I'm not sure if anyone would be interested in this, but
thought I would give it a shot just in-case any artists out there is looking to
do the same . I'm developing a series of prototype games (small games).
The games are created to explore areas of game mechanics and production. One could
think of the game…
From purely selfish needs and from what I learned from talking with others, I decided to start a MaxScript knowledge and question thread, where we can post all the resources for MaxScript we got and post any scripting questions we have, without cluttering up the Tech Artist - What are you working on: FOREVER Edition!…
I've begun to try kismet instead, just for prototyping, and now I cannot even get that to work. I am trying to do just a simple "up" swipe in the z-direction in UDK Mobile utilizing kismet. I've followed both examples given by ffejnosliw and m00t at this link on UDK's forums:…
I made a feature request on the official 3dsmax forum for improvements to the new smart chamfer modifier; Evenly distributed edges along the chamfer geometry and inset loops along the borders of the new chamfer geometry. /!\ Please vote for this improved smart bevel feature request on the official 3dsmax website here: /!\…
For basic sculpted detail in your example, a simple rectangle shape is needed. General guides not hard rules. * Only add extra edges / tris when you have form change or want to keep the curvature of surface smooth to match with high poly curvature. As you have noticed too many small tris by pro artists, those usually are…
Hi! Its looking better, really nice progress!. I think your fog is way too intense, its drowning out a lot of your details here. Its hard to find the right balance but I would say keep messing around with it, you want it to add to the overall composition of your environment, right now its taking away from what I thin is…
Ruz: Yeah 500 in my previous post was just a random example number to show the math. For your eyeball example you would determine the highest value you want your spec power to be, in this case Eyeball = 120. The eyeball highlight would then be painted with value 255 white pixels and multiplied by a constant of 120 which…
Nice. It seems like it might be missing from some of the corners though. What do the BaseColor and AO look like on their own? For example (render / basecolor / occlusion):
xvampire, I copied your xnormal example which created the following example. It caused my gloss map to go from blue to green. This leads me to believe the settings in your example are not the ones that are going to work for me? My previous cavity was white/black and that resulted in blue gloss. So, I adjusted brightness…